NetworkingRevived
Client-side prediction for R.E.P.O. - grabbing, dragging and throwing feels like singleplayer. Made by Revival.NetworkingRevived
Made by Revival
A client-side mod for R.E.P.O. that makes multiplayer feel like singleplayer — grabbing, dragging and throwing objects responds instantly instead of waiting a full network round trip for the host to approve it.
This is a from-scratch rewrite of the abandoned NetworkingReworked mod, rebuilt against the current version of the game (the original broke when the game's overcharge update changed the network stream format and internal code).
What it does
R.E.P.O. is host-authoritative: when you grab something as a client, your game asks the host for permission, the host simulates the physics, and the result is streamed back to you. On any real connection that means visible input lag and rubberbanding.
NetworkingRevived changes that, only on your machine:
- Every valuable, prop, and cart runs in your local physics simulation from the moment it spawns — continuous, natural movement instead of choppy network puppeting.
- While you are NOT holding an object, it is constantly and gently blended toward the host's authoritative state, so both players always see (nearly) the same world and desync can never accumulate.
- The moment you grab something, the blend pauses and grab forces run locally — zero input delay, like singleplayer.
- When you throw, the object flies the way it left your hand, then settles onto the host's trajectory.
- If your copy and the host's copy of a held object drift apart badly (e.g. the host's version got stuck on a wall), control is handed back to the host until you re-grab.
The host and other players are untouched — the host still owns the "real" simulation, damage, breakage, and money. Only you need the mod, and it works in lobbies where the host is completely unmodded.
What is intentionally NOT predicted
Objects whose behavior is managed by host-side game logic stay vanilla to avoid breaking things: enemies, tumbled players, hinged objects (doors), and shop/inventory items (weapons, batteries, grenades, upgrades). Those still use the normal host round trip.
Config
BepInEx/config/com.Revival.networkingrevived.cfg
| Setting | Default | What it does |
|---|---|---|
| SimulateCarts | true | Local simulation for carts |
| InstantCartHandle | true | Cart handle grabs register instantly |
| PassiveSyncStrength | 0.075 | How strongly idle objects blend toward the host each tick |
| PostThrowGrace | 0.6 | Seconds of gentle correction after a throw |
| SnapDistance | 6 | Snap instead of blend beyond this distance (meters) |
| HeldDriftCorrectAt | 1.5 | Gently pull a held object toward the host's copy past this drift |
| HeldDriftHandbackAt | 4 | Hand a held object back to the host past this drift |
Install
- Install BepInEx (BepInExPack for R.E.P.O.).
- Drop
NetworkingRevived.dllintoBepInEx/plugins. - Remove/disable the old NetworkingReworked mod if you still have it — they patch the same code and must not run together.
Known quirks
- A brief re-align jitter after throwing is normal — that's the hand-back to the host.
- If you and another player grab the same object at the same moment, whoever's client you're watching wins locally until it settles.
- If the game updates and internals change, the mod disables itself and logs an error instead of breaking your game — check the BepInEx console/log after game patches.
